Hi everyone, I am having some issues modeling this shape. The white circled area have some shading issues from my cuts. I need that extruded shape to be sharp but can't seem to get the rest of the shape smooth and clean . Any ideas?
Ohh well then.. maybe make it less disappearring, not using creased edges and also being satisfied with this bulge like shape because glass bottles (flacons for perfume) are mostly not this sharp ? (Maybe very expensive onces.. which i couldn't afford :wink: ) I guess it's not in this close-up to se in the final scene…
Thank you for your time. I'd be interested to see how you get it to match the grooves in the reference. You can see the top edge (and all the edges, really) is very sharp, which is why this problem was so tricky. Keeping those edges sharp, while the long bevel stayed soft proved very troublesome. If I were to use soft…
I've hit a snag on a recent project, and I wanted to know how others would approach it. I've tried putting in more support edges, but those seem to just make the area too sharp. That's issue 1. The shading is also messed up in the second area at different angles.
Thank you very much for those lines, I keep forgetting about the 3 to 1 topology conversion. I did it try it though and I thought it would work but it didn't seem to fix the issue as much as it did just change the shape of the shading issue: https://streamable.com/l9rfp0 And the extra loops around the corners made sharp…
Hahaha!! I only use it for stuff like this though. Here, got rid of those sharp edges. If you are worried about viewport, just make a stand in proxy mesh after you are done modeling it, then at render swap it out. Would make a much better normal map now.
I think the answer (as always) is in the realm of "moar geo". If you are modelling an (extreme) closeup of any object with any kind of detailed appearance (especially with sharp, uneven changes, like these sharp folds) you need enough geo to support the attempted level of detail. If you are doing this for like a high…
@ earthquake im not implying using this "dirty" round edges on all models. Sometimes you want sharp edges on something like a blade and the best way to do that is using sub-d smoothgroups. and then there is no need to lay in extra edges. makin a combination of both techniques can lead to really nice results
IMHO I think you are trying to get a edge that is too sharp. Also you aren't allowing the smoothing to do some of the work for you and therefore are using more geo than required. I had a quick go although I accidentaled the centre part so it wasn't centred properly.
so i took the Lamborghini Hood obj, import it into modo I'v just delete the part i dont want to be sharp (the two edges on the front of the hood) and from there I change loops direction until i have good smooth : Iv also made some slight modifications on the top!